Thanks to everyone that has used the mod. Hope you all have enjoyed it.
I've noticed a few items that I have missed and will probably work towards fixing that sometime. If you have noticed missing items from certain keys, please list them here as a reply.
Could you make one as a keyring that it auto stores keys, when your adventure is kinda in the middle you're carrying like a hundred keys, and that's kinda annoying since you don't even to interact with them.
love your mod, but is it posible to enable us to update non-custom keys? for instance, i play with hunterborn and id love to update the "store ingredients" key to include the hunterborn ingredients instead of having to use one of the customizable keys on that (only having 5 is a bit limiting for me personally). also maybe add a key that has a special script that searches the currently open container and dumps anything thats both in your chest and your inventory. that way the contents of the chest itsself actually becomes its own custom key. idk what kind of scripting that would require though or if that would end up crashing the game
I will actually put out an update tonight (gotta set a reminder!). However, the update is just to fix some inconsistent/missing items.
If I update this at all, I will probably just create a brand new mod altogether to incorporate SKSE capabilities. I was thinking about that the other day, actually, like what you said: having a script scan for items. I also want to have "take" capabilities as well. I will probably use crosshair and hotkey, and maybe add 1 key that pulls up a whole entire SKYUI menu instead of an inventory full of keys. I will add that to my projects list.
In the meantime, you can, however, edit yourself in the CK if Hunterborn is a baked-in part of your load order and you want the changes super bad. The CK fixes "mod" is really good and allows for regular .esp files to be masters without any of the esmify hassle, so I would install that if you decide to alter yourself. The prefix for the mod records is AIS_ and all you need to do is add the things you want into the Formlist (ex: Hunterborn ingredients would go in AIS_Ingredients). It's easier to go into the CK to do this than in SSEedit.
alright cool i'll look into that. as for your mod you mentioned you wish to make, since i've always been the "take literally everything that exists" type of hoarder in this game, i've always wanted to just look at a container and hit a button to take all or hit a different button to deposit all that matches current container contents. the first one can be done with the quick loot mod, but i really don't like the keybinds that mod uses and you can't change those keys at all from what i've seen. one of the keys in that mod is even buggy. the "take all" button while the container is open is the same keybind that opens the container. so if you already have it open and decide to take all, pressing that button will take all, close the interface, and then open it back up again, causing you to have to close it again. so yea i end up not using that mod and wishing i could just have that one piece of functionality from it so i can just look at a container or a corpse and just grab everything with no interface needed, as well as being able to change whatever key the mod author decides to put it on (because everyone has their own preferences)
Hmm... Just a generic (Take All) might work, so long as the container isn't locked, but that's probably simple. I'm not sure how it will work for NPCs though, but chests I'm pretty sure I can do. In the new mod (in theory anyways), you should be able to customize the preset lists too. I'm not sure which mod this is from, but I always get Cave Troll Pelts, and that doesn't exist in vanilla or USSEP and it bugs the crap out of me that my Smithing Items Key doesn't pick that up. But SKSE can actually get items in a container, so I can definitely make this better.
I'm not sure when I will work on this though, as I'm currently working on a new dragon mod and probably need to update my new hotkey mod (still in testing). However, once I get back to playing, I'm sure the key thing will bug the crap out of me and I will wind up making this new storage mod.
"I'm not sure how it will work for NPCs though" if you are referring to pickpocketing, i actually dont think a "take all" button belongs for pickpocketing, especially not from just looking at them. i can see it actually becoming annoying to try and loot something, npc walks in front of you right as you click "take all" on a container, you end up pickpocketing everything instead, and now you have all the guards angry at you. plus idk how the pickpocketing chance calculation would work in terms of a take all function, especially when displaying the chance to the character before they press the button. "I always get Cave Troll Pelts" the only mod that i know of that does this is hunterborn. you sure you don't have that installed? also any good tutorials you know of to learn how to mod? there's a few i wanna make, especially a merchant overhaul i've been thinking of. i wanna make it so when a merchant runs out of gold, they start racking up a debt to you instead of the "this merchant has 3 gold left? do you want to sell this legendary daedric longsword to them anyways?" BS that we have in vanilla. all those "rich merchant" mods just feel cheaty so this feels more realistic. pluss i could also add speech opportunities to this. for instance: "what gold? i don't remember owing you anything" with an intimidate of "my blade says otherwise" or a persuasion of "ok well just remember, one lost customer can quickly become many, and i do have many friends"
In regards to a "take all" button mod, you should check out the Better Container Controls or Better Container Controls for SkyUI here on the nexus by CDCooley, who is also the maker of the Storage Helper mod on Oldrim. It's a must have mod for me.
I've been needing this mod for a looong time, believe me. So thank you for making this mod.
No longer will I be burdened by 200+ pounds of cheese every time I loot a city.
Quick question though. Is there a way to make more custom keys? I have lots of storage units in my modded home because I like to keep things tidy. And this mod helps a LOOOT but y'know; cooked meat doesn't go with uncooked meat, ale doesn't go with wine, weapons of mass destricton don't go with puny poke sticks, etc. and I can't do that with only 5 custom keys.
Hi, thank you. Unfortunately, I have no plans for updates anytime soon. Busy with life stuff at the moment, and have another big mod pending. I may do something with this in the future. Perhaps a complete rework of it using SKSE functions.
There is no longer a "Store - All Storage Keys" since it causes stack dumps. It triggers too many OnItemRemoved events back to back and screws with papyrus.
I'll take a look at what I've got in the load game script for Hide/Show Key and update accordingly. It must have gotten removed during a quest or something. That key will show all of them once you use it.
Auto-sorting isn't really my thing, the most I give myself is renaming some things (arrow - steel). Otherwise I like vanilla too much for my own good. That said--bear in mind I have no experience with this or how you implemented it--couldn't for the armor key you use (key)word--haha--calls for VendorItemArmor etc., and put a conditional on it for 'not equipped'? Granted, that leaves it to the mod authors to properly name and keyword their items (most of the commonly used and reputable ones seem to), but it would work across mods then.
That said, feel free to tell me I don't know what I'm talking about. I don't. I swear.
Lol. Yes, I thought about using the keywords, but unfortunately, there is no easy way to process anything that has a keyword. It would basically require that every time a key is used, that everything from your inventory gets removed since that is the only way to get item data from keywords. What the mod uses instead are blank formlists that can be configured by using the custom keys. That way, when you're looting, you can update the custom lists so that you only need to "store" them 1 time via the config menu.
That is if you're looting hardcore, anyways. I use the Steed Stone from Aurora, so I always have storage handy. This makes a situation like that more convenient. But essentially, the mod is mainly for crafting materials to store in your house, if it does not already have auto-storage. I found picking through each item to be annoying, especially after experiencing house mods that have auto-storage.
So just a simple question. When ever SKSE64 is released. Will you be able to make a version that allows the use of the "Take All" button without breaking the game?
I ask because not using the "Take All" option will be a very hard habit for me to break. Because of this problem I think I won't be able to use your mod simply because I'll use the the "Take All option" without thinking about it. Do to years of playing Skyrim I've developed muscle memory on may of the games UI functions. I'l literally be doing allot of save reloading and might possibly even no notice that I did something that I wasn't suppose to do and find out far late in my game play that I broke my game because I used the "Take All" feature out of habit.
If you really want, I did create a new safer "Store - All Keys" key in 1.02. You can add that via console (help "Store - All Keys", player.additem xxxxxx) if you really want to use it. It is slower than the original key, but I know for a fact that the original key causes stack dumps depending on your modlist. This was due to simultaneous OnContainerChanged and OnItemRemoved events being called too closely together. The newer All-key waits 1 second for each key in your key list to allow processing. I found that to be much slower than manually doing it one-by-one so I didn't add it to the list of keys. It does exist in 1.02 though.
If you're only worried about muscle memory and accidentally using the "Take All" key, 1.02 will flat out eliminate the old All-Key from your inventory.
Lol thanks. I'm using key 1 for looted Weapons and Armor myself. I have a lot of armor/weapon mods, so it's a work in progress, plus I borked my game again because I never learn to stop adding mods during playthroughs lol.
Anyways, I may add a limit of 100-150 to each key for safety purposes.
35 comments
I've noticed a few items that I have missed and will probably work towards fixing that sometime. If you have noticed missing items from certain keys, please list them here as a reply.
I can't show/hide keys in a container menu. Is this intended?
If I update this at all, I will probably just create a brand new mod altogether to incorporate SKSE capabilities. I was thinking about that the other day, actually, like what you said: having a script scan for items. I also want to have "take" capabilities as well. I will probably use crosshair and hotkey, and maybe add 1 key that pulls up a whole entire SKYUI menu instead of an inventory full of keys. I will add that to my projects list.
In the meantime, you can, however, edit yourself in the CK if Hunterborn is a baked-in part of your load order and you want the changes super bad. The CK fixes "mod" is really good and allows for regular .esp files to be masters without any of the esmify hassle, so I would install that if you decide to alter yourself. The prefix for the mod records is AIS_ and all you need to do is add the things you want into the Formlist (ex: Hunterborn ingredients would go in AIS_Ingredients). It's easier to go into the CK to do this than in SSEedit.
the first one can be done with the quick loot mod, but i really don't like the keybinds that mod uses and you can't change those keys at all from what i've seen. one of the keys in that mod is even buggy. the "take all" button while the container is open is the same keybind that opens the container. so if you already have it open and decide to take all, pressing that button will take all, close the interface, and then open it back up again, causing you to have to close it again.
so yea i end up not using that mod and wishing i could just have that one piece of functionality from it so i can just look at a container or a corpse and just grab everything with no interface needed, as well as being able to change whatever key the mod author decides to put it on (because everyone has their own preferences)
I'm not sure when I will work on this though, as I'm currently working on a new dragon mod and probably need to update my new hotkey mod (still in testing). However, once I get back to playing, I'm sure the key thing will bug the crap out of me and I will wind up making this new storage mod.
if you are referring to pickpocketing, i actually dont think a "take all" button belongs for pickpocketing, especially not from just looking at them. i can see it actually becoming annoying to try and loot something, npc walks in front of you right as you click "take all" on a container, you end up pickpocketing everything instead, and now you have all the guards angry at you. plus idk how the pickpocketing chance calculation would work in terms of a take all function, especially when displaying the chance to the character before they press the button.
"I always get Cave Troll Pelts"
the only mod that i know of that does this is hunterborn. you sure you don't have that installed?
also any good tutorials you know of to learn how to mod? there's a few i wanna make, especially a merchant overhaul i've been thinking of. i wanna make it so when a merchant runs out of gold, they start racking up a debt to you instead of the "this merchant has 3 gold left? do you want to sell this legendary daedric longsword to them anyways?" BS that we have in vanilla. all those "rich merchant" mods just feel cheaty so this feels more realistic. pluss i could also add speech opportunities to this. for instance: "what gold? i don't remember owing you anything" with an intimidate of "my blade says otherwise" or a persuasion of "ok well just remember, one lost customer can quickly become many, and i do have many friends"
No longer will I be burdened by 200+ pounds of cheese every time I loot a city.
Quick question though. Is there a way to make more custom keys? I have lots of storage units in my modded home because I like to keep things tidy. And this mod helps a LOOOT but y'know; cooked meat doesn't go with uncooked meat, ale doesn't go with wine, weapons of mass destricton don't go with puny poke sticks, etc. and I can't do that with only 5 custom keys.
> Hide/Show Storage Keys
> Store - All Storage Keys
> Store - Ingredients
> The Custom Storage Key
I'll take a look at what I've got in the load game script for Hide/Show Key and update accordingly. It must have gotten removed during a quest or something. That key will show all of them once you use it.
Thanks for the customization options, I've got one of the keys mapped for easily storing bones for Ordinator skeletons, very convenient.
You do that too?
If I wasn't using the Aurora Steed Stone storage bag power, I would keep a seperate chest just for the bones. The "dead box."
That said, feel free to tell me I don't know what I'm talking about. I don't. I swear.
That is if you're looting hardcore, anyways. I use the Steed Stone from Aurora, so I always have storage handy. This makes a situation like that more convenient. But essentially, the mod is mainly for crafting materials to store in your house, if it does not already have auto-storage. I found picking through each item to be annoying, especially after experiencing house mods that have auto-storage.
I ask because not using the "Take All" option will be a very hard habit for me to break. Because of this problem I think I won't be able to use your mod simply because I'll use the the "Take All option" without thinking about it. Do to years of playing Skyrim I've developed muscle memory on may of the games UI functions. I'l literally be doing allot of save reloading and might possibly even no notice that I did something that I wasn't suppose to do and find out far late in my game play that I broke my game because I used the "Take All" feature out of habit.
If you're only worried about muscle memory and accidentally using the "Take All" key, 1.02 will flat out eliminate the old All-Key from your inventory.
Anyways, I may add a limit of 100-150 to each key for safety purposes.